2,452 research outputs found
Virtual bloXing - assembly rapid prototyping for near net shapes
Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel nonlayered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper
Business Case and Technology Analysis for 5G Low Latency Applications
A large number of new consumer and industrial applications are likely to
change the classic operator's business models and provide a wide range of new
markets to enter. This article analyses the most relevant 5G use cases that
require ultra-low latency, from both technical and business perspectives. Low
latency services pose challenging requirements to the network, and to fulfill
them operators need to invest in costly changes in their network. In this
sense, it is not clear whether such investments are going to be amortized with
these new business models. In light of this, specific applications and
requirements are described and the potential market benefits for operators are
analysed. Conclusions show that operators have clear opportunities to add value
and position themselves strongly with the increasing number of services to be
provided by 5G.Comment: 18 pages, 5 figure
A haptic-enabled multimodal interface for the planning of hip arthroplasty
Multimodal environments help fuse a diverse range of sensory modalities, which is particularly important when integrating the complex data involved in surgical preoperative planning. The authors apply a multimodal interface for preoperative planning of hip arthroplasty with a user interface that integrates immersive stereo displays and haptic modalities. This article overviews this multimodal application framework and discusses the benefits of incorporating the haptic modality in this area
Virtual assembly rapid prototyping of near net shapes
Virtual reality (VR) provides another dimension to many engineering applications. Its immersive and interactive nature allows an intuitive approach to study both cognitive activities and performance evaluation. Market competitiveness means having products meet form, fit and function quickly. Rapid Prototyping and Manufacturing (RP&M) technologies are increasingly being applied to produce functional prototypes and the direct manufacturing of small components. Despite its flexibility, these systems have common drawbacks such as slow build rates, a limited number of build axes (typically one) and the need for post processing. This paper presents a Virtual Assembly Rapid Prototyping (VARP) project which involves evaluating cognitive activities in assembly tasks based on the adoption of immersive virtual reality along with a novel non-layered rapid prototyping for near net shape (NNS) manufacturing of components. It is envisaged that this integrated project will facilitate a better understanding of design for manufacture and assembly by utilising equivalent scale digital and physical prototyping in one rapid prototyping system. The state of the art of the VARP project is also presented in this paper
Perceiving Mass in Mixed Reality through Pseudo-Haptic Rendering of Newton's Third Law
In mixed reality, real objects can be used to interact with virtual objects.
However, unlike in the real world, real objects do not encounter any opposite
reaction force when pushing against virtual objects. The lack of reaction force
during manipulation prevents users from perceiving the mass of virtual objects.
Although this could be addressed by equipping real objects with force-feedback
devices, such a solution remains complex and impractical.In this work, we
present a technique to produce an illusion of mass without any active
force-feedback mechanism. This is achieved by simulating the effects of this
reaction force in a purely visual way. A first study demonstrates that our
technique indeed allows users to differentiate light virtual objects from heavy
virtual objects. In addition, it shows that the illusion is immediately
effective, with no prior training. In a second study, we measure the lowest
mass difference (JND) that can be perceived with this technique. The
effectiveness and ease of implementation of our solution provides an
opportunity to enhance mixed reality interaction at no additional cost
Electrotactile feedback applications for hand and arm interactions: A systematic review, meta-analysis, and future directions
Haptic feedback is critical in a broad range of
human-machine/computer-interaction applications. However, the high cost and low
portability/wearability of haptic devices remain unresolved issues, severely
limiting the adoption of this otherwise promising technology. Electrotactile
interfaces have the advantage of being more portable and wearable due to their
reduced actuators' size, as well as their lower power consumption and
manufacturing cost. The applications of electrotactile feedback have been
explored in human-computer interaction and human-machine-interaction for
facilitating hand-based interactions in applications such as prosthetics,
virtual reality, robotic teleoperation, surface haptics, portable devices, and
rehabilitation. This paper presents a technological overview of electrotactile
feedback, as well a systematic review and meta-analysis of its applications for
hand-based interactions. We discuss the different electrotactile systems
according to the type of application. We also discuss over a quantitative
congregation of the findings, to offer a high-level overview into the
state-of-art and suggest future directions. Electrotactile feedback systems
showed increased portability/wearability, and they were successful in rendering
and/or augmenting most tactile sensations, eliciting perceptual processes, and
improving performance in many scenarios. However, knowledge gaps (e.g.,
embodiment), technical (e.g., recurrent calibration, electrodes' durability)
and methodological (e.g., sample size) drawbacks were detected, which should be
addressed in future studies.Comment: 18 pages, 1 table, 8 figures, under review in Transactions on
Haptics. This work has been submitted to the IEEE for possible publication.
Copyright may be transferred without notice, after which this version may no
longer be accessible.Upon acceptance of the article by IEEE, the preprint
article will be replaced with the accepted versio
Diseño de entornos de realidad virtual aplicables a sistemas de robótica asistencial: un análisis literario
Virtual Reality (VR) environments can be applied to assistive robotics to improve the effectiveness and the user experience perception in the rehabilitation process due to its innovative nature, getting to entertain patients while they recover their motor functions. This literature review pretends to analyze some design principles of VR environments developed for upper limb rehabilitation processes. The idea is to identify features related to peripheral and central nervous systems, types of information included as feedback to increase the user's levels of immersion having a positive impact on the user's performance and experience during the treatment. A total of 32 articles published in Scopus, IEEE, PubMed, and Web of Science in the last four years were reviewed. We present the article selection process, the division by concepts presented previously, and the guidelines that can be considered for the design of VR environments applicable to assistive robots for upper limbs rehabilitation processes.Los entornos de Realidad Virtual (RV) aplicables a sistemas de robótica asistencial pueden ser diseñados de manera que mejoren la efectividad y la experiencia de usuario de los procesos de rehabilitación debido a su naturaleza novedosa, logrando entretener a los pacientes mientras recuperan sus funciones motoras. Esta revisión literaria pretende analizar los criterios de diseño de entornos de RV utilizados en procesos de rehabilitación de miembro superior, identificando las características de entornos para rehabilitación de problemas asociados el sistema nervioso central y periféricos, los tipos de información que se realimenta al usuario para beneficiar los niveles de inmersión y su impacto en términos del desempeño y la experiencia del usuario en tratamiento. Un total de 32 artículos publicados en revistas indexadas de Scopus, IEEE, PubMed y Web of Science en los últimos cuatro años fueron revisados. Se presenta el proceso de selección de artículos, la división por las temáticas presentadas anteriormente y los lineamientos generales que pueden ser considerados para el diseño de entornos de RV aplicables a robots asistenciales en procesos de rehabilitación de miembro superior
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